I remember seeing the alliance victory text in the earlier versions. It could be a bug with the end-game, where it displays the cultural victory if you had over 90% culture. Either that, or it was introduced into the latest version.
Sigma 7
Dr. No Chance: I disagree about some of the observations. For example, the Corvettes may seem next to useless on their own, but can be much more powerful than they appear. In a chokepoint sector containing a maxed out starbase (at least for my tech level), my corvettes were catable of taking on more powerful ships, such as frigates and battle cruisers. While I did lose one or two in the process, the third one was guarentted to win. The tactic was less effective as so
Dead end Technology: Galactic Domination Philosophy. There is nothing dependant on that technology, and there are no bonuses provided once you research that tech.
Personally, I find the "good" skin to be a bit too bright. It's kind of like looking at a maximized, empty notepad window, with your monitor set to full brightness and contrast. It's a bit too bright, especially on a 19" Cathode Ray Tube monitor. (:( If there are any intentions on reducing the intensity, it should be maximized at a 5% difference - anything larger would begin to look like the Neutral skin.
My opinion: I'm in support of the AI tech victory, but I do have a few problems with the final techs: - The total cost of Beyond Human + Final Frontier (total: 111,100) is barely above Galactic Creation (94,200). While this might disrupt the game balance of Tech victory, I could suggest increasing to 75000 (from 51,100) and 100000 (from 50,000) respectivly. - As some other posters said, there should be a warning when an AI player is reaching the final stage. There are th
A mechanism to prevent duplicate postings. ("Accidently" clicks on submit twice... :) )
#18: The defence rating does not relate to the amount of damage it inflicts. You can verify this by checking the source code for the combat simulator. There is no "negative" damage inflicted, nor does a negative damage roll inflict damage on the attacker.
It *IS* a bug. One of the random events suggested that more espionage should have been put into a minor race (1.00 era, but doesn't appear to have been fixed.)
I believe there is an option to "Follow Alien Ships" in the options menu. It's not perfectly efficient, but it at least gives some warning. OF course, I'd like to see a keybinding that cycles through visible enemies (ala Jagged Alliance 2). There are also other acceptable alternatives, such as pinging their location on the minimap (Dark Reign 2), or a replay option (Capture the Flag/Space Empires IV).
Whoops, misread the post. Disregard previous comment.
Perhaps they are too friendly with each other to initiate hostilities?
The percentage for the cultural victory states how close you are to the 90% cultural influence mark. It is not a percentage of how much culture you own within the galaxy. I know this for a fact, based exactly on how the other victory meters operate.
Advanced at 1800bc. However, funding put into espionage will slowly degrade over time...
In theory, mods should add to the experience of the game by improving the quality and versitility of the available technologies, ships, starbase modules, and random events. An overview of some of these mods isn't as promising. In some cases, the choices given don't feel that they fit the alignment (Coup D'etat, where the "Good" option is to give into the demands of some random general to change government structure). Some others have artifacts of not being tested properly (a
Check the back of the jewel case. Unless you chosen the download option, in which case it should arrive by e-mail by now. Alternativly, you could use the serial number lookup feature in Stardock Central.
Research labs and other buildings don't help *that* much. It's much more efficient to build large quantities of Cultural Palaces and Cultural Maximization Centers. If you build two of them, your cultural influence in a given sector is multiplied by eight. I won't mention the second level of Cultural Palaces that double that bonus... :d
Actually, they are going into debt of 28000 BC per month. You've just killed off their economy. Congradulations. Hopefully, the trading AI will be modified to give two different reasons for declining an offer. The current set (Why would we accept this?), and an insufficient funds set (We'd like to, but can't.)
Normally, I'd agree that faster should be better. However, it is possible to do something called a "Transport rush" capable of killing major empires early on in the game. Early in the game, the only thing the races start with is a colony ship and a flagship (aka Survey ship). With this configuration, there is bound to be either at least one undefended colony, or one colony total. The AI (especially on the easier difficulty levels) doesn't recognize the incoming transports as a thr
I doubt it, I've seen the AI do it before the most recent patch (1.02.049). I remember seeing at least four starbases, where about one of them was upgraded. The starbases were created by two different races. IIRC, This was next to one of the chokepoints on the map that I created. Looks like they were tring to build around it, but forgot that they already had a starbase in the sector.
This doesn't just happen to starbases. When you get a new technology that increases the maxiumum hitpoints of all your ships, those ships will suddenly appear with electricity arcing across the hull.
It does have an attack rating. To calculate it, divide the defence by two, and add zero. This attack value cannot be used to harm nearby starships, as these starbases are incapable of moving. However, it is possible to add modules that give friendly ships a significant bonus to attack. (They are also cumulative, but don't apply to other starbases.) There is also a specialized form of starbase known as a Terror Star. The Terror Star is capable of destroying star systems as i
I doubt that it is a "pure" terran creation. The manual says on page 34, "When you research the technology 'Diplomacy' you are asked if you want to become part of the United Planets. If you say YES then you are subject to its policies (if you say NO, nobody will trade with you)." This implies that it is independant of the Terrans, and is not necessairly hosted on Earth. The manual also implies that you do not have to be part of the council, which means the other races have their meetin
If you play slowly enough, you might reveice a united planets council meeting containing only one or two races. In such cases, a council of two races affects the galactic laws for all six powers, even though four of them never even had a say. I propose that the united planets council should only be made available until one race has met all 5 other major races, whether it be human or alien. When that happens, the first united planets council meeting will take place in 6-12 months (or
Planets with a population of zero should not have a reproduction rate, until the planet is colonized by a transport or colony ship. The zero population is possible through a United Council resolution.
I didn't notice too much of a difference. It was slightly easier to maintain morale, but it was reaching 50% under an Imperium in my case. This would be post-patch. I would consider my ability to maintain morale more like increased experience and knowledge of new tricks as opposed to "nerfing".